are entertainment software they need to be fun and therefore there are risks involving for
reaching that goal. And because games are creative work they may bring something original to
the table, but creating something entirely new may cause increased risks in that risk factor. (p.
4327-4328)
Results
Research team identified all different risk factors based on the interviews and collected data was
compared to Taylors study and risk factors matched fairly close to them. Nine risk factors were
identified at least in half of the projects. These risk factors were development strategy, staffing,
schedule and budget management, inadequate specification, fun factor, change management,
expectations, trust and top management support. Most of the risk factors had internal source for
them from the software studio itself while other sources included users and partners. (p. 4329)
Researchers found two interesting findings about these top risks that are specific to entertainment
software projects in comparison to general ICT -projects. First finding was that development
strategy was the highest risk occurred while in Taylors findings it did not ranked to the top risks
at all. Second important finding was the new risk called fun factor achieved place five from list
of the top risks. (p. 43329-43330)
These top risks were defined as key risk factors in the video game projects. As said development
strategy inside the software studio was ranked to the most common risk factor in these projects.
In this risk specification for the game or game design may be well done, but technical decisions
caused problems during the project. These factors involved for example wrong choices in
development platforms or prioritizing the work in the project, issues in testing or failures in
prototyping the product before entering to production. (p. 43330)
Second risk factor was staffing. Staffing problems included all problems with project personnel
for example there were not enough staff or they possessed wrong skills. Game projects also had
problems with schedule and budget. This means that projects may not be able to deliver the
product in time and they may exceed the given budget, but projects were very different in terms
of schedules and size of the budged. There were clear distinction for projects with publisher as in
these projects producers had greater need to control budgets and schedules. Inadequate
specification was also among the top risks involved. In game projects game design document is
used to define specifications, but size of the documentation varied from non-existing documents
to large and formal game design documents. Producers preferred lighter specifications for
flexibility, but more precise documents are required dealing with external stakeholders. (p.
43330-43331)
The most unique key risk factor for video game projects was user based fun factor. This was
constant subject to worry for producers. Creating fun is not just having good usability that is
common to ICT-projects. Producers have to balance between technology and art to create a
product that appeals to customers (p. 43331). As researchers describes in the article game play
must be smooth and intuitive and draw the player into the world constructed by the game (p.
4331).
Risk management strategies for game projects were mostly informal that was surprise to
researchers. Producers used indirect practices instead involving prototyping and agile methods
that lowered risks in production. With prototypes game studio can test the game idea before
entering into production and stop development before investments become too big. Distributing
games through Interned also allowed making small-budget games and developing them further if
the game becomes popular. (p. 4332-4333)
Conclusions
Video game projects share much in common with traditional ICT-projects, but they include
certain context specific risk factor that project managers or producers should take into account.
Because of entertainment and artistic nature of games it has a requirement of being fun and there
is a risk that project may not achieve that goal. Entertainment software projects have also had
problems with development strategies. Risk management or having proper specifications have
also seen as artistic restriction among producers. However prototyping and agile methods have
been natural and good solutions for avoiding risks in video game projects. (p. 4325-4334)
Sami Pulli